Over the last few years there has been raising concern with what the impacts are of Massively Multiplayer Online Role Playing Games (Woodcock) on its ever expanding list of users. Much of the attention is put towards the most popular MMORPG World of Warcraft, commonly called (WOW), which has skyrocketed in popularity and population since it was released in October 2004 (Woodcock) and now has at least 10,000,000 active subscribers worldwide(Woodcock).These games provide their players with an interactive world which they interact in through their avatar. The avatar talks with the other users avatar’s and non player characters (NPCS) to reach their goals. A review of the literature on research conducted in this area has suggested many possible positive and negative effects as a result of social participation and overplaying respectively. Both will be examined in detail. First the positive implications of this interactive playing will be examined and then the negative aspects. Much of the research conducted until now have put this new interactive environment under the light of a tool for learning and social development. Evidence suggested that these MMORPGS could be used to help people become more social, train them to take on leadership roles and even help people to learn English. The first factor that is often presented is that the nature of the games facilitate interaction with others. When asking players what aspects of the game they enjoy many responded “that the most enjoyable and important aspects of the game are interpersonal in nature helping others, making friends, and socializing in this virtual world” (SMYTH 717-721).This type of attitude leads people to have positive interactions with the people they meet online and to expand their social network. The important aspect of this interaction is that it is done through the user’s avatar and not face to face as some of these players are not as socially skilled as most people. Users prefer this because they feel that it is a more comfortable social environment. “One of the advantages of online friendships is anonymity, and while online, some people self-disclose or act out more frequently or intensely than they would in person” (COLE 575-583). Providing these people with an environment where they can release all social inhibitions by allowing them to practice being in a social situation where the fearful aspects of their selves, whatever they may be, are a nonissue. Some are of the opinion that these games can be used for more than teaching social skills. Research within IBM found that the expectation’s of party leaders is similar to the demands of leaders in the business world and may very well be considered a method of training people leadership for Public Relation roles.For instance, “the organizational and strategic challenges facing players are familiar ones; recruiting, assessing, motivating, rewarding and retaining talented and culturally diverse team members” (Guiniven 6). With all people participating, getting the chance to work on the above traits at the same time is an effective way to train a multiple people. The last most interesting possible use of MMORPGS is attempting to teach English as second langue (ESL) students English. It does this by putting them into an environment that is both self motivating and exclusively English. The students are motivated to learn how to understand English because participating and progressing in the game requires the use of English.More specifically, “since MMORPGS support social interaction between players, MMORPGS serve as the catalyst for fostering students' language proficiency as students interact in a foreign language while playing the game” (Waters 26-32). By forcing this interaction under enjoyable circumstances, ESL students gain an understanding of English that a textbook cannot teach them. The research therefore demonstrates that there is great potential in the use of MMORPGS as a method of training in multiple ways. If this is the case and the MMORPGS are an effective method of training, it is important that we understand how to best put them to use so that we do not waste its inherit potential by ignoring it. Not all the effects of MMORPGS are positive. Much of the research has been focused on the negative effects that have been showing up as a result of MMORPGS. These include overplaying, bad habits and lack of face to face contact. The most evident factor affecting the lives of people playing MMORPGS is that many people are spending hours on end playing without stop. Debate has arisen over whether or not these game are addictive. “It is important to realize that gaming has shown elements of being a compulsive behavior, with players feeling addicted, experiencing a strong impulse to play the games, and finding it hard to resist the games. However, Brian and Weimer-Hastings believe that although some MMORPG players spend over 25 hours a week playing, the fact that they do not seek self-confidence in-game and are not irritated if they cannot play for one day means they are not addicted” (COLE 575-583). Regardless of what it is called, we cannot ignore the patterns arising as a result of these games. If the players are showing compulsive behaviour we need to fully understand why and if there is any predisposition to being affected in these ways so that it can be addressed appropriately. One of the other noted impacts is on sleep heath and general self care. The research points to the forming of these bad habits as being inter connected because each bad habit is likely reinforcing the next causing acycle that make each worse. Research found that “individuals may eat a poorer diet, smoke more and not exercise. Each of these behaviors may influence health directly as well as reduce sleep quality, creating a vicious cycle in which difficulty sleeping may lead to additional game play” (SMYTH 717-721). If this cycle does start up, the poor health and lack of sleep will have a negative impact overall on the quality of like that the players are leading. The more time people spend playing these games, the less time they have to spend with others in the real world and may be driven away from family and friends. Regardless of whether or not they are socializing online, can it really be a substitute for face to face interaction? They become focused on their characters and stop paying attention to aspects of their own life. “Players can become fixated on their virtual characters, striving to obtain the best armor, experience, and reputation in the game, ignoring that their grades are dropping and their friends have drifted away from them” (COLE 575-583). These players lose sight of the importance of success in the real world by replacing it with success in game. As shown above, there are many potential negative implications associated with over use of MMORPGS. Seeing that MMORPGS are growing increasingly in population, it is important that we have a strong understanding of what effects it has on the people who play them . There is great potential for change and development in MMORPGS both positive and negative. It is critical that we act on what we know about MMORPGS so that we can both control their negative impacts and unleash their capabilities as a tool for improvement. In doing so, we can guaranty that these games are used appropriately and not abused. As well, it is important to critically analyze all research so that we do not jump to conclusions in either direction. Bibliography Woodcock , Bruce. "charts." mmogchart.com. 09 April 2008. 4 Feb 2009 <http://www.mmogchart.com/charts/>. Waters, John k. . "On a Quest for English." T.H.E journal 10(2007): 26-32. SMYTH, JOSHUA M.. "Beyond Self-Selection in Video Game Play: An." CYBERPSYCHOLOGY & BEHAVIOR 10(2007): 717-721. COLE, HELENA. "Social Interactions in Massively Multiplayer." CYBERPSYCHOLOGY & BEHAVIOR 10(2007): 575-583. Guiniven, Jhon. "Public Relations Tactics ." Public Relations Tactics 15(2008): 6.
The impact of mmorpgs
Over the last few years there has been raising concern with what the impacts are of Massively Multiplayer Online Role Playing Games (Woodcock) on its ever expanding list of users. Much of the attention is put towards the most popular MMORPG World of Warcraft, commonly called (WOW), which has skyrocketed in popularity and population since it was released in October 2004 (Woodcock) and now has at least 10,000,000 active subscribers worldwide(Woodcock). These games provide their players with an interactive world which they interact in through their avatar. The avatar talks with the other users avatar’s and non player characters (NPCS) to reach their goals. A review of the literature on research conducted in this area has suggested many possible positive and negative effects as a result of social participation and overplaying respectively. Both will be examined in detail. First the positive implications of this interactive playing will be examined and then the negative aspects.
Much of the research conducted until now have put this new interactive environment under the light of a tool for learning and social development. Evidence suggested that these MMORPGS could be used to help people become more social, train them to take on leadership roles and even help people to learn English.
The first factor that is often presented is that the nature of the games facilitate interaction with others. When asking players what aspects of the game they enjoy many responded “that the most enjoyable and important aspects of the game are interpersonal in nature helping others, making friends, and socializing in this virtual world” (SMYTH 717-721). This type of attitude leads people to have positive interactions with the people they meet online and to expand their social network.
The important aspect of this interaction is that it is done through the user’s avatar and not face to face as some of these players are not as socially skilled as most people. Users prefer this because they feel that it is a more comfortable social environment. “One of the advantages of online friendships is anonymity, and while online, some people self-disclose or act out more frequently or intensely than they would in person” (COLE 575-583). Providing these people with an environment where they can release all social inhibitions by allowing them to practice being in a social situation where the fearful aspects of their selves, whatever they may be, are a nonissue.
Some are of the opinion that these games can be used for more than teaching social skills. Research within IBM found that the expectation’s of party leaders is similar to the demands of leaders in the business world and may very well be considered a method of training people leadership for Public Relation roles. For instance, “the organizational and strategic challenges facing players are familiar ones; recruiting, assessing, motivating, rewarding and retaining talented and culturally diverse team members” (Guiniven 6). With all people participating, getting the chance to work on the above traits at the same time is an effective way to train a multiple people.
The last most interesting possible use of MMORPGS is attempting to teach English as second langue (ESL) students English. It does this by putting them into an environment that is both self motivating and exclusively English. The students are motivated to learn how to understand English because participating and progressing in the game requires the use of English. More specifically, “since MMORPGS support social interaction between players, MMORPGS serve as the catalyst for fostering students' language proficiency as students interact in a foreign language while playing the game” (Waters 26-32). By forcing this interaction under enjoyable circumstances, ESL students gain an understanding of English that a textbook cannot teach them.
The research therefore demonstrates that there is great potential in the use of MMORPGS as a method of training in multiple ways. If this is the case and the MMORPGS are an effective method of training, it is important that we understand how to best put them to use so that we do not waste its inherit potential by ignoring it.
Not all the effects of MMORPGS are positive. Much of the research has been focused on the negative effects that have been showing up as a result of MMORPGS. These include overplaying, bad habits and lack of face to face contact.
The most evident factor affecting the lives of people playing MMORPGS is that many people are spending hours on end playing without stop. Debate has arisen over whether or not these game are addictive. “It is important to realize that gaming has shown elements of being a compulsive behavior, with players feeling addicted, experiencing a strong impulse to play the games, and finding it hard to resist the games. However, Brian and Weimer-Hastings believe that although some MMORPG players spend over 25 hours a week playing, the fact that they do not seek self-confidence in-game and are not irritated if they cannot play for one day means they are not addicted” (COLE 575-583). Regardless of what it is called, we cannot ignore the patterns arising as a result of these games. If the players are showing compulsive behaviour we need to fully understand why and if there is any predisposition to being affected in these ways so that it can be addressed appropriately.
One of the other noted impacts is on sleep heath and general self care. The research points to the forming of these bad habits as being inter connected because each bad habit is likely reinforcing the next causing a cycle that make each worse. Research found that “individuals may eat a poorer diet, smoke more and not exercise. Each of these behaviors may influence health directly as well as reduce sleep quality, creating a vicious cycle in which difficulty sleeping may lead to additional game play” (SMYTH 717-721). If this cycle does start up, the poor health and lack of sleep will have a negative impact overall on the quality of like that the players are leading.
The more time people spend playing these games, the less time they have to spend with others in the real world and may be driven away from family and friends. Regardless of whether or not they are socializing online, can it really be a substitute for face to face interaction? They become focused on their characters and stop paying attention to aspects of their own life. “Players can become fixated on their virtual characters, striving to obtain the best armor, experience, and reputation in the game, ignoring that their grades are dropping and their friends have drifted away from them” (COLE 575-583). These players lose sight of the importance of success in the real world by replacing it with success in game.
As shown above, there are many potential negative implications associated with over use of MMORPGS. Seeing that MMORPGS are growing increasingly in population, it is important that we have a strong understanding of what effects it has on the people who play them .
There is great potential for change and development in MMORPGS both positive and negative. It is critical that we act on what we know about MMORPGS so that we can both control their negative impacts and unleash their capabilities as a tool for improvement. In doing so, we can guaranty that these games are used appropriately and not abused. As well, it is important to critically analyze all research so that we do not jump to conclusions in either direction.
Bibliography
Woodcock , Bruce. "charts." mmogchart.com. 09 April 2008. 4 Feb 2009 <http://www.mmogchart.com/charts/>.
Waters, John k. . "On a Quest for English." T.H.E journal 10(2007): 26-32.
SMYTH, JOSHUA M.. "Beyond Self-Selection in Video Game Play: An." CYBERPSYCHOLOGY & BEHAVIOR 10(2007): 717-721.
COLE, HELENA. "Social Interactions in Massively Multiplayer." CYBERPSYCHOLOGY & BEHAVIOR 10(2007): 575-583.
Guiniven, Jhon. "Public Relations Tactics ." Public Relations Tactics 15(2008): 6.